Difference between revisions of "Cubes Yap Notes"
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==PPC ASM== | ==PPC ASM== | ||
Since we don't have access to the source of pikmin2 we mostly have to deal with the custom asm from the ppc geko processer of the gamecube with dolphin debugger for the most part BUT there are some options like for example ckit which allows u to hook into addresses and append c code to the dol of a game allows for some pretty cool stuff. and there also is the fan project pikmin2 decomp which is a fan devoted project where fans of the game try to rebulid the soucre from scratch is also a option and is currently at 40% completion as of 1/25/2024. | Since we don't have access to the source of pikmin2 we mostly have to deal with the custom asm from the ppc geko processer of the gamecube with dolphin debugger for the most part BUT there are some options like for example ckit which allows u to hook into addresses and append c code to the dol of a game allows for some pretty cool stuff. and there also is the fan project pikmin2 decomp which is a fan devoted project where fans of the game try to rebulid the soucre from scratch is also a option and is currently at 40% completion as of 1/25/2024. | ||
+ | |||
+ | ==Cave Gen== | ||
+ | in the layout.txt of a texts.szs file for a cave unit is the gen and inside this file it has the gen from everything from enemy placment to the location of plants and cave holes/geysers and we also have the angle parameter which is the angle of the way the object spawns.we also have the differnt types of spawn in a number list from 0-8 as show here. | ||
+ | {| class="wikitable sortable" | ||
+ | |"Rows": | ||
+ | |- | ||
+ | |"Map Name" *(Cave001_F02,Cave004_F00,ECT) | ||
+ | |- | ||
+ | |"MusicName" *(Common,Boss,ECT) | ||
+ | |- | ||
+ | |"LevelType" *(Outdoors/None) | ||
+ | |- | ||
+ | |"SpawnOnBeginLevelActors" *(Usually Contains Ambient Sound Types) | ||
+ | |- | ||
+ | |"AuxBus" *(??) | ||
+ | |- | ||
+ | |"UnknownImport" "-7034077682652743402" *(??) | ||
+ | |- | ||
+ | |"bIsSingletonReverb" | ||
+ | |- | ||
+ | |"bIsZeroResetCaveBossDistances" | ||
+ | |- | ||
+ | |"AudioEventDataTables" | ||
+ | |- | ||
+ | |"AudioFlagDataTables" | ||
+ | |- | ||
+ | |"AudioStateDataTables" | ||
+ | |- | ||
+ | |"TalkVoiceSetting" | ||
+ | |- | ||
+ | |"UseModelList" | ||
+ | |- | ||
+ | |"bUseAllModel" | ||
+ | |} |
Revision as of 06:22, 8 March 2024
Contents
Versions
pikmin 2 has three main versions that are modded the first one is a version know as USA demo final and is a demo of pikmin 2 but this demo contains the entire game inside and this version was moddeed more at one point because usa demo had a more complete symbol map then the next version im going to talk about. Another Version is final which is the usa retail release of pikmin 2
PPC ASM
Since we don't have access to the source of pikmin2 we mostly have to deal with the custom asm from the ppc geko processer of the gamecube with dolphin debugger for the most part BUT there are some options like for example ckit which allows u to hook into addresses and append c code to the dol of a game allows for some pretty cool stuff. and there also is the fan project pikmin2 decomp which is a fan devoted project where fans of the game try to rebulid the soucre from scratch is also a option and is currently at 40% completion as of 1/25/2024.
Cave Gen
in the layout.txt of a texts.szs file for a cave unit is the gen and inside this file it has the gen from everything from enemy placment to the location of plants and cave holes/geysers and we also have the angle parameter which is the angle of the way the object spawns.we also have the differnt types of spawn in a number list from 0-8 as show here.
"Rows": |
"Map Name" *(Cave001_F02,Cave004_F00,ECT) |
"MusicName" *(Common,Boss,ECT) |
"LevelType" *(Outdoors/None) |
"SpawnOnBeginLevelActors" *(Usually Contains Ambient Sound Types) |
"AuxBus" *(??) |
"UnknownImport" "-7034077682652743402" *(??) |
"bIsSingletonReverb" |
"bIsZeroResetCaveBossDistances" |
"AudioEventDataTables" |
"AudioFlagDataTables" |
"AudioStateDataTables" |
"TalkVoiceSetting" |
"UseModelList" |
"bUseAllModel" |